
Saracen — guide
Guide: Saracen
In short
Saracen is an Uncommon HP-role champion of the Sacred Order. He is a filler unit: nothing he does can't be done better by almost any other champion. The site author calls him food outright, so only build him if Sacred Order Faction Wars is completely empty for you.
Strengths
- Two multi-hit attacks on random targets — a small help on early dungeon waves.
- His second skill can land a 15% Weaken on each of three hits.
- With tomes (cooldown -1) the second skill cycles faster and keeps the debuff up more often.
- Decent survivability: 17,505 HP at 6★ lets him live long enough to take a turn.
Weaknesses
- Ratings: 1.0 overall, 0.5 in every area except Faction Wars (1.0) — no real use.
- No damage, no buffs, no control — only a weak Weaken.
- Low ATK and DEF base on a champion with no useful scaling.
- 15% Weaken is a minimal debuff that rarely changes anything.
Where to use
His best (and only sensible) spot is Sacred Order Faction Wars, where he can chip at waves or act as a body early on. Not for Clan Boss, Hydra, Chimera, Arena, dungeons or Doom Tower — all rated 0.5. Same for hard modes and SRC.
Stats and gear
Priority: HP → SPD → ACC for Weaken, then survivability. Rough targets: HP 40–60k, SPD 150–180, ACC 100–150, RES 100+ if you want. Crit is pointless — he has no damage. Sets: Health, Speed, Immortal, or Perception for accuracy. Don't put good gear on him — he's food.
Masteries and blessings
Keep masteries minimal: a Support tree leaning into survivability and accuracy, or Defence. Blessings aren't worth the investment on a champion like this; if you must, take something defensive. Don't build him out.
Tombs
Tombs are wasted on him — only the second skill gets cooldown -1 at the last level, and only for a weak debuff. If you insist, book the second skill, but better save them for real champions.
Verdict
Saracen is plain food: keep him for Faction Wars or feed him for progress. Gear, tomes and masteries are better spent elsewhere.
Skills
Sacred Blade
Attacks an enemy 2 times.
Level 2 – Damage +5%.
Level 3 – Damage +5%.
Level 4 – Damage +5%.
Level 5 – Damage +10%.
Branding Iron
Attacks random targets 3 times. Each hit has a 50% chance of placing a 15% Weaken debuff for 1 turn.
Level two – damage +5%.
Level three – damage +5%.
Level four – buff/debuff chance +5%.
Level five – damage +10%
Level six – buff/debuff chance +10%.
Level seven – cooldown -1.
Where to get
Reviews
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Question — answer
No questions.
















